一年一度的春節即將來臨,然後苦逼的我還在使勁的摸魚,未能回家體驗小時候路邊放爆竹的快樂時光,所以只能在網上來實現這個小小的心願了。煙花靜態效果圖如下:
為了大夥複製方便就不分開寫,直接複製即可,具體實現程式碼如下所示:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title></title>
<style type="text/css">
body {
background-image: linear-gradient(6deg, #214, #000);
background-size: 100% 100%;overflow: hidden
}
canvas { display: block; }
</style>
</head>
<body>
<div></div>
<script type="text/javascript">
class Vector2 {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
add(v) {
this.x += v.x;
this.y += v.y;
return this;
}
multiplyScalar(s) {
this.x *= s;
this.y *= s;
return this;
}
clone() {
return new Vector2(this.x, this.y);
}}
class Time {
constructor() {
const now = Time.now();
this.delta = 0;
this.elapsed = 0;
this.start = now;
this.previous = now;
}
update() {
const now = Time.now();
this.delta = now - this.previous;
this.elapsed = now - this.start;
this.previous = now;
}
static now() {
return Date.now() / 1000;
}}
class Particle {
constructor(position, velocity = new Vector2(), color = 'white', radius = 1, lifetime = 1, mass = 1) {
this.position = position;
this.velocity = velocity;
this.color = color;
this.radius = radius;
this.lifetime = lifetime;
this.mass = mass;
this.isInCanvas = true;
this.createdOn = Time.now();
}
update(time) {
if (!this.getRemainingLifetime()) {
return;
}
this.velocity.add(Particle.GRAVITATION.clone().multiplyScalar(this.mass));
this.position.add(this.velocity.clone().multiplyScalar(time.delta));
}
render(canvas, context) {
const remainingLifetime = this.getRemainingLifetime();
if (!remainingLifetime) return;
const radius = this.radius * remainingLifetime;
context.globalAlpha = remainingLifetime;
context.globalCompositeOperation = 'lighter';
context.fillStyle = this.color;
context.beginPath();
context.arc(this.position.x, this.position.y, radius, 0, Math.PI * 2);
context.fill();
}
getRemainingLifetime() {
const elapsedLifetime = Time.now() - this.createdOn;
return Math.max(0, this.lifetime - elapsedLifetime) / this.lifetime;
}}
Particle.GRAVITATION = new Vector2(0, 9.81);
class Trail extends Particle {
constructor(childFactory, position, velocity = new Vector2(), lifetime = 1, mass = 1) {
super(position, velocity);
this.childFactory = childFactory;
this.children = [];
this.lifetime = lifetime;
this.mass = mass;
this.isAlive = true;
}
update(time) {
super.update(time);
// Add a new child on every frame
if (this.isAlive && this.getRemainingLifetime()) {
this.children.push(this.childFactory(this));
}
// Remove particles that are dead
this.children = this.children.filter(function (child) {
if (child instanceof Trail) {
return child.isAlive;
}
return child.getRemainingLifetime();
});
// Kill trail if all particles fade away
if (!this.children.length) {
this.isAlive = false;
}
// Update particles
this.children.forEach(function (child) {
child.update(time);
});
}
render(canvas, context) {
// Render all children
this.children.forEach(function (child) {
child.render(canvas, context);
});
}}
class Rocket extends Trail {
constructor(childFactory, explosionFactory, position, velocity = new Vector2()) {
super(childFactory, position, velocity);
this.explosionFactory = explosionFactory;
this.lifetime = 10;
}
update(time) {
if (this.getRemainingLifetime() && this.velocity.y > 0) {
this.explosionFactory(this);
this.lifetime = 0;
}
super.update(time);
}}
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
const time = new Time();
let rockets = [];
const getTrustParticleFactory = function (baseHue) {
function getColor() {
const hue = Math.floor(Math.random() * 15 + 30);
return `hsl(${hue}, 100%, 75%`;
}
return function (parent) {
const position = this.position.clone();
const velocity = this.velocity.clone().multiplyScalar(-.1);
velocity.x += (Math.random() - .5) * 8;
const color = getColor();
const radius = 1 + Math.random();
const lifetime = .5 + Math.random() * .5;
const mass = .01;
return new Particle(position, velocity, color, radius, lifetime, mass);
};
};
const getExplosionFactory = function (baseHue) {
function getColor() {
const hue = Math.floor(baseHue + Math.random() * 15) % 360;
const lightness = Math.floor(Math.pow(Math.random(), 2) * 50 + 50);
return `hsl(${hue}, 100%, ${lightness}%`;
}
function getChildFactory() {
return function (parent) {
const direction = Math.random() * Math.PI * 2;
const force = 8;
const velocity = new Vector2(Math.cos(direction) * force, Math.sin(direction) * force);
const color = getColor();
const radius = 1 + Math.random();
const lifetime = 1;
const mass = .1;
return new Particle(parent.position.clone(), velocity, color, radius, lifetime, mass);
};
}
function getTrail(position) {
const direction = Math.random() * Math.PI * 2;
const force = Math.random() * 128;
const velocity = new Vector2(Math.cos(direction) * force, Math.sin(direction) * force);
const lifetime = .5 + Math.random();
const mass = .075;
return new Trail(getChildFactory(), position, velocity, lifetime, mass);
}
return function (parent) {
let trails = 32;
while (trails--) {
parent.children.push(getTrail(parent.position.clone()));
}
};
};
const addRocket = function () {
const trustParticleFactory = getTrustParticleFactory();
const explosionFactory = getExplosionFactory(Math.random() * 360);
const position = new Vector2(Math.random() * canvas.width, canvas.height);
const thrust = window.innerHeight * .75;
const angle = Math.PI / -2 + (Math.random() - .5) * Math.PI / 8;
const velocity = new Vector2(Math.cos(angle) * thrust, Math.sin(angle) * thrust);
const lifetime = 3;
rockets.push(new Rocket(trustParticleFactory, explosionFactory, position, velocity, lifetime));
rockets = rockets.filter(function (rocket) {
return rocket.isAlive;
});
};
const render = function () {
requestAnimationFrame(render);
time.update();
context.clearRect(0, 0, canvas.width, canvas.height);
rockets.forEach(function (rocket) {
rocket.update(time);
rocket.render(canvas, context);
});
};
const resize = function () {
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
};
canvas.onclick = addRocket;
document.body.appendChild(canvas);
window.onresize = resize;
resize();
setInterval(addRocket, 2000);
render();
</script>
</body>
</html>
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